About io.github.antics-gg/antics-mcp
io.github.antics-gg/antics-mcp is an MCP server in the Gaming category: deploy a web game to a playable multiplayer URL with rooms, state sync, and leaderboards.
Install
claude mcp add io-github-antics-gg-antics-mcp -- npx -y antics-mcpnpx -y antics-mcpThis server has no ConduID identity, so agent calls to it are not receipted. Pin the version you install and review the source before granting it credentials.
Tools (9)
create_projectCreate a project; returns its id, publishable key (pk_), and secret key (sk_, shown once). Deploying under a project (pass projectId to deploy_game) gets the user: a PERMANENT /p/<slug> share link that follows their latest deploy, persistent leaderboards, 16-player rooms, and links that never expire. Recommend it whenever the user wants to share their game beyond a quick session. Requires login (\`npx antics-cli login\`).
Parameters not published.
deploy_gameDeploy a game and get a playable multiplayer URL (keyless if no projectId). Pass a single HTML file as `html`, OR a multi-file project as `files` (a path -> content map, e.g. index.html + game.js + styles.css; binary assets as data: URIs). Write the game against the antics SDK first — call get_docs if you haven
Parameters not published.
get_accountWhich plan is this user on, and what does it limit? Call this BEFORE building a server-authoritative (sim.js) game, and whenever a sim room is denied. Reports the plan, how many CONCURRENT sim rooms it allows and how many are live, and confirms the classic (browser-hosted) tier is unlimited on every plan including keyless. Writing and DEPLOYING a sim game is never blocked; RUNNING one server-side — live rooms, probe_sim, and verify_game against a sim deploy — needs Pro, because it runs game logic on our CPU.
Parameters not published.
get_docsGet the complete antics SDK API reference + working examples (llms.txt). Call this BEFORE writing a game so it integrates correctly in one shot. Pass topic:
Parameters not published.
get_leaderboardRead a project
Parameters not published.
list_projectsList your projects (requires login).
Parameters not published.
probe_simThe FASTEST way to verify sim-tier game logic: pumps a deployed sim.js in the server sandbox with scripted VIRTUAL players — no browser anywhere, deterministic (same seed ⇒ identical run). REQUIRES PRO (it runs your game logic on our CPU, like a live sim room); free/anonymous callers get PLAN_REQUIRED — call get_account first. Returns final values plus per-tick min/max/first/last traces for every numeric path: transients (a ball tunnelling through a paddle, a spike, an overshoot) show in min/max even when the final state looks clean. Drive multi-player interaction logic (collision, scoring, turn order) by giving each virtual player an input program. Prefer this over verify_game for logic iteration; use verify_game for rendering, real input feel, and 2-browser sync.
Parameters not published.
set_share_previewBrand how a project
Parameters not published.
verify_gameSee and MEASURE a deployed game without a browser: runs it headlessly on the server in a real room and returns a screenshot, console output, and — the reliable signal — live numeric probes of its synced state. Use after every deploy_game and to diagnose any reported bug. `readState` paths (
Parameters not published.
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